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Author Topic: Frostgrave - Rules  (Read 418934 times)

Offline Darkson71

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Re: Frostgrave - Rules
« Reply #1740 on: October 09, 2021, 05:41:45 PM »
No, a scroll used for cast a known spell "is successfully cast. Treat the Casting Roll for the spell as 14, regardless of the spell’s casting number." The spell is succesful is the first point, you don't need to then check it against the normal target. The CR of 14 is only really needed if its a spell that can be rolled against (i.e. Mind Control).

To be honest, we found it a big strange and even a little beardy, but RAW it works.
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Offline Chief Lackey Rich

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Re: Frostgrave - Rules
« Reply #1741 on: October 09, 2021, 05:56:25 PM »
No, a scroll used for cast a known spell "is successfully cast. Treat the Casting Roll for the spell as 14, regardless of the spell’s casting number." The spell is succesful is the first point, you don't need to then check it against the normal target. The CR of 14 is only really needed if its a spell that can be rolled against (i.e. Mind Control).

It might also matter for a spell like Summon Demon, where the exact Casting Roll affects what pops up.  I don't think you'd apply any penalties (eg Draining Word, or the -6 large construct penalty) to the scroll's 14 anyway, any more than you'd apply them to the "minimum 14 to resist" that you can wind up with when you succeed on a low-difficulty spell with an adjusted roll below 14.

Quote
To be honest, we found it a big strange and even a little beardy, but RAW it works.

Eh, it's not that big a deal in this case.  Large constructs are eating a specialist slot, and at some point somebody had to successfully cast (or randomly find) Write Scroll for Animate Construct to set the situation up.  Not that that's all that hard, Enchanter and Sigilist are allied schools.

Offline Peter Brettell

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Re: Frostgrave - Rules
« Reply #1742 on: August 29, 2022, 04:04:53 PM »
In the fireheart supplement there are rules for fixing permanent injuries on a construct. I don't think contracts get permanent injuries. Is it meant to be badly wounded?

Offline Darkson71

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Re: Frostgrave - Rules
« Reply #1743 on: August 30, 2022, 06:50:47 PM »
[Ignore]
« Last Edit: March 03, 2023, 06:43:13 PM by Darkson71 »

Offline emosbur

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Re: Frostgrave - Rules
« Reply #1744 on: September 20, 2022, 11:08:16 AM »
Question about movement:

If you move as your second action, is EVER half movement or only if you previously moved as your first action?
For instance, if a soldier shoots a bow as his first action, does he move 6 or 3 inches as his second action? Or a mage that casts a spell as his first action, does he move 6 or 3 as his second action?

I ask this because in my group we ever played that movement as second action is halved, but now I have found people that play that movement is halved ONLY if you moved as first action. I play ROSD and as my native language is not english, the wording in the rules is not clear for me, because I understand that it says you move full distance in first action only.

Milo.

Offline Darkson71

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Re: Frostgrave - Rules
« Reply #1745 on: September 28, 2022, 06:21:12 PM »
The first time a model takes a Move action during a turn, it can move it's full movement allowance.

Do yes, if a model shoots then moves, it will be able to move 6" (or whatever its stat is).

Frostgrave:
"The first time a figure moves in a phase, it may move up to its Move stat in inches."
"If the figure chooses to perform a second movement action during the phase (or even a third in rare occasions), it may move up to half its Move stat in inches."

RoSD:
"The first time a figure moves during its activation, it may move a distance equal to its Move Stat in inches."
"If a figure chooses to make a second (or, in rare cases, a third) move in the same activation, this additional move is made at half of the figure’s Move Stat."

And the Frostgrave QRS is even clearer:
"• Move (must use one activation).
• 2nd Move (1/2 distance)."


You can't take a second Move action in an activation unless you've taken a first.


« Last Edit: September 28, 2022, 06:25:02 PM by Darkson71 »

Offline The Rogue

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Re: Frostgrave - Rules
« Reply #1746 on: January 07, 2023, 12:04:45 PM »
Could you please help me with a translation question. In our game my opponent was wondering about the power level of the time walk spell. He said, if my chronomancer casts it a 2nd time in a game, he has to take 8 points of damage, because turns in consecutive turns is plural. I think consecutive turns means 2 directly following turns, so I‘ll take the damage if I‘m casting it in a turn directly after one in which I had cast it. So I could try it in turn 1, turn 3, turn 5 without the damage.

Offline Darkson71

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Re: Frostgrave - Rules
« Reply #1747 on: January 07, 2023, 02:21:46 PM »
If you cast in it 1, then 2, then 3, then it's still consecutive,  so you'd take 16 wounds.
But if you cast in 1, 3, 5 etc then it's not consecutive, so no damage.
« Last Edit: January 07, 2023, 02:24:38 PM by Darkson71 »

Offline The Rogue

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Re: Frostgrave - Rules
« Reply #1748 on: January 07, 2023, 03:29:12 PM »
Thank you.

Offline Pantalaimon

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Re: Frostgrave - Rules
« Reply #1749 on: January 13, 2023, 11:57:54 AM »
Does the spell Plague of Insects affect both enemies and your own soldiers? We were debating this on reddit and someone mentioned that there is a different spelling than in the Grenade Spell:

"It's quite interesting.I just checked the Grenade spell from Enchanter's spellbook and in there it says: "The caster picks a target point within 12”. Every figure, including allies, within 1.5”.

In the Plague of Insects there is nothing like that added. So in the end, there might be some space for interpretation."

The Spell would be so much more useful if it would not include your own soldiers.


Offline Darkson71

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Re: Frostgrave - Rules
« Reply #1750 on: January 13, 2023, 09:26:39 PM »
It says "All" figures, which seems pretty clear.

Offline Karadek

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Re: Frostgrave - Rules
« Reply #1751 on: February 08, 2023, 05:27:40 PM »
Yes, so for three levels you could go Fight +1, Health +1, Shoot +1

This was in response to this question on p. 112:

Quote
When creating an experienced wizard it states “each different advancement (except learning a new spell) may only be selected once for every 3 full levels the wizard has.”

Can the same advancement be used on different stats or spells within 3 levels? So, for example, could the Improve Known Spell be used on 3 different spells for 3 levels?

Is this still accurate in 2nd edition? The RAW seem to indicate that you can only level up ONE stat and improve ONE spell per three levels. As in, if I gained three levels in a match, I could spend 100 XP to improve Fight +1, 100 XP to lower casting cost for Heal by 1, but could do nothing else unless I have a grimoire. Are we reading that right?

Offline snitcythedog

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Re: Frostgrave - Rules
« Reply #1752 on: February 08, 2023, 11:24:29 PM »
The RAW seem to indicate that you can only level up ONE stat and improve ONE spell per three levels. As in, if I gained three levels in a match, I could spend 100 XP to improve Fight +1, 100 XP to lower casting cost for Heal by 1, but could do nothing else unless I have a grimoire. Are we reading that right?
This is how our group played it throughout our recent campaign. 
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Offline Darkson71

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Re: Frostgrave - Rules
« Reply #1753 on: February 10, 2023, 04:24:46 PM »
This was in response to this question on p. 112:

Is this still accurate in 2nd edition?
Frostgrave 2e came out in 2020 (August iirc) so if there appears to be a discrepancy between the 2e rulebook and an earlier answer, go with the rulebook.

 

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